2020-12-13 15:01:13 +00:00
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//=============================================================================
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// KFProj_MedicGrenade_Mini
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//=============================================================================
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// Alt-ammo class for KFWeap_AssaultRifle_MedicGrenadeLauncher
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2018 Tripwire Interactive LLC
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//=============================================================================
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class KFProj_MedicGrenade_Mini extends KFProj_MedicGrenade;
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simulated event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp)
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{
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local TraceHitInfo HitInfo;
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super.HitWall(HitNormal, Wall, WallComp);
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// Damage some destructibles...
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if (Pawn(Wall) == none && !Wall.bStatic && Wall.bCanBeDamaged)
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{
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HitInfo.HitComponent = WallComp;
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HitInfo.Item = INDEX_None;
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Wall.TakeDamage(Damage, InstigatorController, Location, MomentumTransfer * Normal(Velocity), MyDamageType, HitInfo, self);
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}
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}
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/** Adjusts movement/physics of projectile.
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* Returns true if projectile actually bounced / was allowed to bounce */
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simulated function bool Bounce( vector HitNormal, Actor BouncedOff )
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{
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2020-12-13 15:09:05 +00:00
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SetLocation(Location + HitNormal);
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2020-12-13 15:01:13 +00:00
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super.Bounce(HitNormal, BouncedOff);
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// stop and drop
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Disable( 'Touch' );
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Velocity = vect(0,0,0);
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return true;
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}
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simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
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{
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// ... Damage other destructibles?
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if (Other != Instigator && !Other.bStatic)
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{
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if (!CheckRepeatingTouch(Other) && Other.GetTeamNum() != GetTeamNum())
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{
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ProcessBulletTouch(Other, HitLocation, HitNormal);
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}
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}
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Disable( 'Touch' );
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Velocity = Vect(0,0,0);
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}
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defaultproperties
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{
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Speed=4000
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MaxSpeed=4000
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TerminalVelocity=4000
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GravityScale=0.5
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TossZ=150
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// set collision size to 0 so it doesn't cause non-zero extent checks against zeds
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Begin Object Name=CollisionCylinder
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CollisionRadius=0.f
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CollisionHeight=0.f
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End Object
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FuseTime=0.01
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PostExplosionLifetime=15
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bWarnAIWhenFired=true
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bSyncToOriginalLocation=true
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bSyncToThirdPersonMuzzleLocation=true
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bUpdateSimulatedPosition=true
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bDamageDestructiblesOnTouch=true
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Damage=50
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MyDamageType=class'KFDT_Ballistic_MedicRifleGrenadeLauncherImpact'
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ProjFlightTemplate=ParticleSystem'WEP_Medic_GrenadeLauncher_EMIT.FX_Medic_GrenadeLauncher_Projectile'
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ProjFlightTemplateZedTime=ParticleSystem'WEP_Medic_GrenadeLauncher_EMIT.FX_Medic_GrenadeLauncher_Projectile_ZEDTIME'
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ExplosionActorClass=class'KFExplosion_MedicGrenadeMini'
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// explosion
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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Damage=60 //50 //150
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DamageRadius=500 //350
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DamageFalloffExponent=0.f
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DamageDelay=0.f
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MyDamageType=class'KFDT_Toxic_MedicGrenadeLauncher'
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// Damage Effects
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KnockDownStrength=0
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KnockDownRadius=0
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FractureMeshRadius=0
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FracturePartVel=0
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ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.MedicGrenade_Explosion'
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ExplosionSound=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_Grenade_Explosion'
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MomentumTransferScale=0
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// Camera Shake
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CamShake=none
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CamShakeInnerRadius=0
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CamShakeOuterRadius=0
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CamShakeFalloff=1.5f
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bOrientCameraShakeTowardsEpicenter=true
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End Object
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ExplosionTemplate=ExploTemplate0
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// Temporary effect (5.14.14)
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ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
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AssociatedPerkClass=class'KFPerk_FieldMedic'
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}
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